Vault 101

offside.beef

First time out of the vault
From what i have gathered so far from news about vault 101
(i'm sorry if something about this was posted earlier)

the experiment
Vault 101 is a Vault-Tec Vault located somewhere near the East Coast of the United States. Its role in the Vault Experiment was to never open for any reason, cutting off the Vault residents completely from the outside world.

the story
After the Great War, this Vault was sealed for 200 years, until one young Vault 101 Dweller suddenly found out that his father, the only family he had, suddenly disappeared from the Vault. The Vault 101 Dweller decided to emerge from his home and look for his father in the outside world.

From that post from Ausir about that polish preview
* The aim of Vault 101 was to house the best and brightest of the pre-war world. But now, 200 years after the holocaust, no one remembers it...

From Fallout Tactics what we know about the vault '0'
It was to house the best and brightest, but they were supposed to emerge from the vault and lead the world into a new age.


Can anyone see where i am getting at?
It does not make any sense to me....can someone explain it

For what i have gathered
Vault 101 is supposed to hold the best and brightest and they are supposed to be shut into the vault forever, so i would expect the overseer to secretly sabotage the cog door so it remains shut forever cause thats how you make sure it does. But somehow your father gets out of a vault that is supposed to be shut and you are sent to find why....
 
Hey, I have seen this article on Gamefaqs forum, are you the same person who posted it there?

As for your question, yeah that would make sense, or so that only the Enclave could open.

Also, the player escapes in the beginning as well, makes you wonder what kind of locking mechanism they have on it.
 
yeah i'm the same person, but i'm not getting any logical answers even if its in the PC forum
posting in an actual fallout forum was maybe the way i should of went the first time
 
The Enclave possibly chose 101 to house an uncontaminated stock of people that are extremely valuable to them - scientists, political leaders, inventors etc. It's "never open for any reason" mission is most likely the same as for Vault 13 - to provide a control group and a highly trained pool of people to select from.

Of course the Enclave would propably plan to use V101's contents ASAP, but due to screw ups and an unforeseen course of the war (say, DC wasn't nuked or NY was) it remained sealed, and it's contents are now useless to the Enclave. The original mission statement never changed and the all-clear never came.

As the Vault continued to be inhabited, the once pristine conditions and top class furnishings deteriorated, as did the education level and societal structure due to prolonged isolation as well as poor choice of overseers propably. Riot gear, gangs etc. began to form inside the small, 1000 people community, and the poorly chosen overseers, drunk with power decided against better judgement to foster these developments.

Quite hellish.
 
Mikael Grizzly said:
The Enclave possibly chose 101 to house an uncontaminated stock of people that are extremely valuable to them - scientists, political leaders, inventors etc. It's "never open for any reason" mission is most likely the same as for Vault 13 - to provide a control group and a highly trained pool of people to select from.

Of course the Enclave would propably plan to use V101's contents ASAP, but due to screw ups and an unforeseen course of the war (say, DC wasn't nuked or NY was) it remained sealed, and it's contents are now useless to the Enclave. The original mission statement never changed and the all-clear never came.

As the Vault continued to be inhabited, the once pristine conditions and top class furnishings deteriorated, as did the education level and societal structure due to prolonged isolation as well as poor choice of overseers propably. Riot gear, gangs etc. began to form inside the small, 1000 people community, and the poorly chosen overseers, drunk with power decided against better judgement to foster these developments.

Quite hellish.

wow....is this your take on it or the official take?

so pretty much beths just rehashed f1, changed 200yrs to never supposed to open to just try be different
and the water chip to your dad...... :(

well that's how i'm seeing it as, but i apologise for any offense was taken
 
Fallout Tactics' Vault 0 and Brotherhood background is non-canon stuff. It doesn't mesh with the history of the BoS from the tapes and archives in FO1.

@Offside.beef:
Well, the only ways I could think you'd be able to keep the Vault community going for 200 years in order for your char to be a Vault Dweller would be:
1: Vault 101 is supposed to be sealed forever.
2: Vault Dwellers took one look at the blasted wasteland and decided "Screw this, we're going back inside".
3: Catastrophic technical failure jams Vault 101's door or similar, nobody leaves until BoS/NCR/Other faction discovers vault and sends a repair team to gain access..
4: In combination with any of the above, Super Mutants or something camp outside the Vault and it only becomes safe to exit when the BoS turn up and clear them out.

In any case, it's an RPG, therefore a MacGuffin is needed to explain why you're leaving. A person's more interesting than an item :).

Meh, who you gonna offend? Bethsoft won't care, and the fanboys want it to be as close to FO1 as possible ;). You want offence, wait til Yahztee reviews it :P (I've got my fingers crossed on this one, Yahztee vs Fallout would be awesome).
 
Minigun Jim said:
Fallout Tactics' Vault 0 and Brotherhood background is non-canon stuff. It doesn't mesh with the history of the BoS from the tapes and archives in FO1.

@Offside.beef:
Well, the only ways I could think you'd be able to keep the Vault community going for 200 years in order for your char to be a Vault Dweller would be:
1: Vault 101 is supposed to be sealed forever.
2: Vault Dwellers took one look at the blasted wasteland and decided "Screw this, we're going back inside".
3: Catastrophic technical failure jams Vault 101's door or similar, nobody leaves until BoS/NCR/Other faction discovers vault and sends a repair team to gain access..
4: In combination with any of the above, Super Mutants or something camp outside the Vault and it only becomes safe to exit when the BoS turn up and clear them out.

In any case, it's an RPG, therefore a MacGuffin is needed to explain why you're leaving. A person's more interesting than an item :).

Meh, who you gonna offend? Bethsoft won't care, and the fanboys want it to be as close to FO1 as possible ;). You want offence, wait til Yahztee reviews it :P (I've got my fingers crossed on this one, Yahztee vs Fallout would be awesome).

i just felt it necessary to apologise to the person who had posted his theory, cause i replied to it and ask if he thought it up or did beths did - feeling like it would be a insult to his way of thinking if he had thought it up himself....

how i see it, we fans would want it to be like fallout 1
but we don't want it to be fallout 1 with changes to the original story changing water chip to dad, and 200 yrs to forever...
plus beth devs have been saying that they are fallout 'fans', but at the moment they haven't been real true to themselves to making a great fallout experience.

for the ZP remark, Yahztee is gonna rip it like he did oblivion.....

but i seriously think that maybe beths should approach the game at a different angle for storywise like:
the vault door opens and the vault dwellers emerge from the darkness of the caves and cover their eyes from the light, and as the overseer directs the group to a suitable location for the geck (obviously next to the vault) you're father than walks away from the group.

it then gives the logical question to why your father left.
rather than the question that some people would think of, how he'd leave a vault that couldn't open.
 
Now, that could have been good. You'd still need a pretext for why it took so long before exit, but it'd make the Vault area like an early Vault City or Shady Sands, not so like V13.
 
And I posted it just before going to sleep yesterday.

I agree, it is almost a blatant copy/paste of Vault 13's backstory.
 
I would say almost everything in Fallout 3 is a blatant copy of Fallout 1.
Yes, the setting is different and instead of Shady Sands, Junktown, and the Hub we now have Megaton, Rivet City, Paradise Falls, and Tenpenny Towers, but regarding concepts there is barely anything new.

Brotherhood, check.

Super Mutants threatening the world, check.

Its one think to respect the original, its another to shamefully rip it off.
 
I think Fallout 3 is the Bizarro-World version of Fallout 1 brought from Htrae to the Earth!

Going completely opposed of the Fallout Design Docs and Ideas? Check.

Idiotic ideas? Check.

Made for a mostly-stupid audience? Check.

Mutant Threat being just some generic enemy army, as opposed to Fallout's great nemeses? Check.

Brotherhood of Steel being almost a charity organization instead of the Isolated Military Technocracy they were before? Check.

Heck, even the location is opposite: Fallout and Fallout 2 happend in California, so a sequel goes to Washington D.C for some reason, a country away and on the opposite side of the continent. I guess the only changes from the original bizarro version is that they translated the dialogue so earthhumans could understand, instead of you having to "Am I must lose my father that I just found", you have to "Find my father who just dissapeared."
 
Call me naive, but I think we should hold out any definitive verdicts until the game's out. We know relatively little about the plot- along with everything else about the game (Bethesda made sure of that)-besides the character leaving the Vault in pursuit of his father, and some unclear info on the BoS ending up on the East coast. I think its a bit much to be saying its a complete blatant copy with so little to go on.

Game's gonna suck anyway, but lets save the bashig till we've played it. (Though I probably won't be doing the playing)
 
I don't think I am far of with the following:

Dad has discovered Super Mutant threat and leaves to stop them.

Player escapes Vault to find Dad.

Dad informs player about Super Mutants and how you have to complete his task.
Super Mutants are looking for Vault 101 to turn all inhabitants into new Super Mutants.

Player faces Super Mutant leader (Master 2)
 
The Dutch Ghost said:
I don't think I am far of with the following:

Dad has discovered Super Mutant threat and leaves to stop them.

Player escapes Vault to find Dad.

Dad informs player about Super Mutants and how you have to complete his task.
Super Mutants are looking for Vault 101 to turn all inhabitants into new Super Mutants.

Player faces Super Mutant leader (Master 2)

agreed

have any of you realised it has been over 1 year since the taeser trailer of f3, and beths hasn't given anything to us except screenies
and demos to magazines..... :?
 
Should the Enclave be in this, it is probably for the sake of random evilness, or to steal the 'caring' Brotherhood's magical techno doohicky as its 'rightfully' theirs.
 
The Dutch Ghost said:
I don't think I am far of with the following:

Dad has discovered Super Mutant threat and leaves to stop them.

Player escapes Vault to find Dad.

Dad informs player about Super Mutants and how you have to complete his task.
Super Mutants are looking for Vault 101 to turn all inhabitants into new Super Mutants.

Player faces Super Mutant leader (Master 2)

I hadn't heard about the dad telling you about the Super Mutant threat, and the eventual leader encounter. In that case, I'd have to agree. Are you saying that's what you think will happen, or that's what they said? It would be a rather major plot spoiler to reveal.

'Bout the enclave: I think if they're clever enough they could probably come up with a convincing revival, a second secret(er(er))pillar or whatever. But that would be expecting too much.
 
btw we're not bashing it, in a way.....
yes, we don't have much to go on to give it a good wallop or two,
but from what they have given us from vault experiment to how it starts just doesn't really make any real sense.
which is what i am stating from my first post
 
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